Following the events of Continuum Shift, Noel Vermillion has deserted the NOL and fled to the land of Ikaruga. Under the guidance of Sector Seven, Noel now seeks the strength to save her friend, Tsubaki Yayoi, who has been brainwashed by the NOL.

Noel's Drives function two different ways. Upon initial Drive press, Noel uses a Drive attack, and then she is in a a chain revolver state where all of her normal commands are different and three more special moves are available. The chain revolver state lasts until you stop inputting commands or perform a special/distortion cancel.

Noel may cancel any Drive move into any other move, with the exception that she may not repeat a move twice in a row.

If chain revolver ends without a special cancel, Noel performs a short reload animation before being able to perform any other commands again.

Noel is limited to 4 normal commands after the initial drive stater. Attempts to perform more will be ignored, but she may still perform a special cancel at this point.

In drive state, Noel can use any special move she previously had access to, as well as 3 special moves exclusive to Drive: Spring Raid, Bloom Trigger, and Assault Through.

Noel's staple pressure starter and very unsafe when used by itself. It should be cancelled into itself or other attacks during stagger pressure and frame traps. Additionally it can be used to help create whiff pressure tactics if spaced right albeit risky.

Noel's main spacing tool. Use this along with 5C to confirm mid to max range hits into Chamber Shot, or 3C on crouching opponents. At closer ranges it can be comboed into 6A and on CH also combos into 3C and 5D.

Can now sometimes miss if it hits offscreen in corners or if certain characters are within a very close proximity to Noel during the animation. (Inside of the space between Noel and Noel's muzzle flash)

5C is perhaps Noel's best spacing tool since it has a good hurtbox and slightly longer / larger hitbox compared to 5B, but it is slower. This is the only attack that will combo into 3C on a crouching opponent. On CH it also leads into damaging combos through 5D, 6B > 5D, or Muzzle Flitter. Overall 5C is your go to punish starter in most situations, which can lead to very damaging combos potentially up to 8K depending on conditions met and resources at your disposal.

This move has longer range than 5A, but has shorter range than 5B while being a few frames faster. Not a bad move to use to poke out of pressure, and is a decent move to start pressure, but at -1 on block, it's a shadow of its former self. Can be used in conjunction with 5A to create stagger pressure and whiff pressure tactics.

A decent low attack, and is best used as combo/blockstring filler for frametraps, however, it does have some uses in neutral since it makes Noel's hitbox pretty short. This move is slightly longer than 2A, but a tad shorter than 5B.

This move is mostly used as a blockstring for frametraps or combo filler. If used early in a blockstring, it can be very good due to it being +1, but its pushback is a problem so it's a bit harder to capitalize on the frame advantage.

Noel's sad excuse for an anti-air. Its hitbox isn't that great, and if it whiffs your opponent gets a free punish. However, it's not a good idea to neglect this move, since if used well it can be an asset. It's also a staple for hitconfirming on a standing opponent.

Noel's main overhead outside of drive. It's slow but somewhat ambiguous, and since it's possible to cancel into it from many other normals, it has to be reacted to, rather than anticipated. Leads to mediocre damage midscreen, and respectable damage in the corner. Can be kara canceled into throw.

Will now stagger the opponent long enough for the muzzle flash to hit without needing a counter

6C is heavly nerfed in the juggle department as opponents will now tech a lot sooner than usual in prorated combos. This also means things like 6C > 6B knockdowns are no longer possible after the first few hits in a juggle combo. It is also no longer possible to jump cancel 6C(1) to bait bursts or transition into j.D routes mid combo as it is now a tool that forces you to commit fully into it's use as an option / combo filler.

It is still possible to delay cancel the 2nd hit into a 2C or a throw but the window for this is now smaller due to the 2nd hit now coming out a lot faster in CF, effectively making this gimmick less reliable for opening up opponents when used along with the 6C > 6B gatling.

Use this move only as a combo filler in normal situations. However, to punish DPs that recover crouching like Jin's 623C, use CH 6C > 214A or CH 6C > 6B > 5D > etc.. for a punish up to potentially 5k. Overall, 6C is your secondary go to punish starter behind 5C in the event you need a standing confirm.

Only use to hitconfirm on crouching opponents. Its normally best to use this with rapid cancel to help back it up since its very unsafe on block and guarantees a free punish for the opponent otherwise. It is possible to combo CH 5B and CH 5C into 3C, though there are better options for both.

Use j.A as an up close air-to-air tool. It's also the best jump-in overhead Noel has in terms of hitbox, though its damage potential is weak. It's speed also allows it to be used in jump-in fuzzy guard mix ups.

A somewhat situational air spacing tool. Can be used preemptively to beat out or trade with some air normals when spaced well enough. Its best application is normally for air to ground routes in some combos in the corner leading into j.D, or into Revolver Blast air ender, which for Noel, Air combos are a last resort for situations where you cannot convert into a ground combo. It is also used occasionally to setup "Drive Landing Cancellation" tactics into d.6B on the way down offensively for a very fast overhead attempt if it is blocked. It can also be used after jumping in with j.C, to add a weak fuzzy guard overhead (since j.C itself is not).

Noel's best air normal period. Its hitbox is relatively decent, when spaced well in the air you can get a nice CH combo. Its underwhelming as a jump in , also do take note that it is not an overhead. Like j.B you can use this normal preemptively to meet opponents ground to air for a considerable sized hitbox on the way up. On air CH, the untech time is long enough for you to land into a 5C pick up in most situations. Also is used in conjunction with "Drive Landing Cancellation" tactics leading into d.6B for an overhead on the way down.

No longer causes a hard knockdown state on air hit (previously did in CPEX)

Now causes soft knockdown state on hit (opponents can neutral tech immediately now)

Now floats the opponent on hit against a ground opponent

110% Bonus Proration

Overall, j.2C doesn't really see much use outside of corner combos. In the case of corner combos it is usually a combo extender leading to Noel's combo enders overall. However, if used near the beginning of a combo after 5C, it leads to some of Noel's highest damage cofirms up to potentially 5k or more making this a staple in corner combos. In neutral, you can use this as a unusual spacing tool when combined with an air dash or a second jump after it whiffs for some tricky footwork. Another way to use it is to preemptively go into it on rising jump startup near the opponent to simulate a jump in attempt. j.2C's recoil effect after it whiffs / hits helps halt your position in the air for a moment which can be used as a way to dodge an opponent's initial anti air attempt if used right, then you can air dash back in for a potential hit confirm after the recoil effect. It's a gimmicky tactic to use but it's risky so use sparingly

No invincibility, fastest drive move used to start drive mixup. When used against a knocked down opponent in the corner, it will catch all rolls for a 3K corner combo. Your most damaging punish on Fatal Counter for invulnerable reversals that leave the opponent standing.

Overdrive

740

all

17

4

18

-5

BP

In Overdrive, 5D becomes faster, allowing you to combo 5C into 5D on standing hit.

Can no longer be cancelled into Thor Distortion or Revolver Blast on hit or block

2D has had an animation change that changes it from a huge drive cart wheel into a little drive hop that closely resembles her old 2D from older Blazblue iterations before CP, but hits differently now. It is a useful drive move for dodging a lot of low hitting attacks in the game while travelling forward a considerable amount of distance at the same time but is pretty slow on start up. It's a decent drive to use to re-enter back in range for drive mix ups after a long pressure string with Noel's normals on pushback on a blocking opponent. You will also find yourself doing this a lot in corner combos along side things like D.5B for the wall bounce that leads into Revolver Blast. If you can get the height midscreen you can also use this as a useful viable screen carry also.

It is also possible to clash kill projectiles with 2D but is not a prominent tactic to do concerning this drive as its rare to do this in general. This is also quite punishable by Anti-airs or general pokes from fast reacting opponents as it does take a split second for the animation to go active in terms of an actual hit box after the hop.

Now forces knockdown state on hit, using 22B or 22C after it hits is now possible.

A low hitting drive attack. Although its a bit on the slow side, 6D is a very useful move to dodge a considerable amount of attacks that are projectile, body based attacks or even a few overheads while covering ground as well, making it a effective tool to use against zoner matchups or even against long range spacing situations that Noel has trouble dealing with due to her short range in general. It is also one of the three choices to start drive pressure, next to 5D and 2D. Can also catch some people blocking high if they're expecting a normal 6B. Defensively, it is Noel's secondary reversal option next to 4D. However, both loses to low hitting attacks so be careful about using it as such. It is most helpful to Instant Block into 6D when on the defensive to maximize its use as a reversal attempt.

Overdrive

720

Low

20

2

25

-8

FP

4 - 21F Body & Projectile Invul.

No notable difference between the Normal version and Overdrive version of 6D.

4D is Noel's secondary reversal option defensively. Overall it is not as good as it us to be in previous iterations of Blazblue since its recent nerfs in CF. However, it still has its uses to an extent. You can use this reversal option at its best by using a option select to help along with proper reads and judgment calls (1 > 4+AB~D~1) to dodge some body attacks and overheads. Can be used offensively to bait most DPs, reversals, Exceed Accel, and Counter Assaults. Can also be used to hit opponents who jump during their pressure, but must be done while the opponent is still rising, since 4D no longer has Head Invuln.

Overdrive

700

all

20

7

12

0

HBFP

5-31F Body & Projectile Invul.

No notable difference between the normal version and overdrive version of 4D.

Can no longer be cancelled into Thor Distortion or Revolver Blast on hit or block

j.D is mostly an important drive combo filler that helps convert air combos to ground combos. In most combos it is normally used near the beginning of the combo or near the end of coner combos that use the j.2C > air dash > j.2C route that transitions into j.D right afterwards. Trying to go into j.D after a certain amount of hits will cause it to whiff in a lot of combos after j.C(1) or on a short starter / prorated combo.

It should be noted that j.D is a hurtbox has a tendency to extend to the guns meaning somebody can hit the muzzle flash and it will occasionally hit her out of j.D sometimes. Can be used as a cross up gimmick via IAD > j.D but don't rely on it too much as it can quickly get you killed if blocked.

The quickest drive followup in Noel's arsenal, normally used to keep an opponent blocking while transitioning into High/Low mixup. Be careful when attempting to transition into d.6D from d.5A as it will cause d.6D to perform the slow cross up variation inadvertently when upclose unless you delay the d.6D input afterwards.

Overdrive

350

all

8

2

20

-5

BP

No notable difference between the normal version and the overdrive version of d.5A

Used to float opponents for drive combos, but can also be used like d.5A, though it is a bit slower, but is harder to poke afterwards due to more blockstun. It is more consistent at getting out non cross up d.6D for a high low mix up with d.6B after 5D and 6D drive starters.

Overdrive

450*2

all

13

2(3)2

16

+3

BP

No notable difference between the normal version and the overdrive version of d.6A

Used only as a combo filler, or to create space during a drive blockstring. You can also attempt to use this as a pseudo poke gesture in certain blockstrings or in neutral via 4D > d.5B > Optic barrel / Bloom trigger / Chamber shot

Overdrive

600, 250

Mid

11

3(2)2

14

+1

B, BP

No notable difference between the normal version and the overdrive version of d.5B

Noel's Drive Overhead, it's extremely fast and is half of Noel's High/Low drive mixup. It is also commonly used with "Drive Landing Cancellation" tactics to help open up her opponents on the way down from her air normals.

Overdrive

550

High

16

3

25

-9

B

No notable difference between the normal version and the overdrive version of d.6B

Used only as combo/blockstring filler. Has a ridiculous amount of blockstun, which makes it able to true blocktring into any of her other drive normals or into Crush Trigger with a 3ish frame gap. In CF, you can now use this move to attempt a pressure reset in drive by allowing the reload frames to occur and follow up with a 5A or 2A since the reload frames in CF is now a lot faster.

Overdrive

100*N

all

23

4*9

19

+8

P1*

No notable difference between the normal version and the overdrive version of d.6C, save for the frame advantage.

The follow up version of 6D, there's not much of a difference between this move and the starter version, though d.6D has a higher P1, leading to higher damage than it's starter variation. d.6D is a low drive hit that has similar startup to d.6B, this is half of Noel's High/Low drive mixup

Using d.6D while in very close proximity to your opponent will cause Noel to shadow step through the opponent and hit from behind. This becomes extremely useful when you become very familiar with skipping the initial drives on landings. This means you can do things like dropping directly or diagonally on your opponent while using J5C on the way down forcing them to block, quickly inputting the desired drive making your first drive the shadow step (d.6D) instead of the regular slower and a short drive 6D

Overdrive

650

Low

18

2

12

+3

F

No notable difference between the normal version and the overdrive version of d.6D

Noel's normal drive ender for midscreen combos. On the offensive, this is usually used to help push back an opponent on block to make enough space to escape back into neutral, however if the last hit is Instant Blocked, it can be punished. It also is known to decently set up a safe jump attempt as a follow up midscreen by IAD into a j.1C as long as the opponent neutral techs into this situation. However despite this, the opponent can roll tech out of the safe jump attempt, which unfortunately Noel doesn't posses an answer for this outside of just chasing after them afterwards.

Overdrive

600, 400*4

all

15

2(7)2*4

27

-8

B, BP*4

In overdrive Bloom Trigger is usable in corner combos with a prerequisite of a little bit of height to your juggle.
The overdrive version adds more hits to Bloom Trigger.

Assault Through is a drive special that is occasionally used as a method to produce corner push in midscreen to corner combos, help put the opponent back in the corner in specific corner combos, and lastly help setup 22B corner oki as it provides a hard sliding knockdown state for the setup. It can be used as a weak crossup, though it gives you no real advantage on hit or on block. On CH it wallbounces leading to a decent combo. This move is mainly used to punish opponents who are attempting to punish Noel whiffing drive outside of combo use, the goal is for this to counter hit overall.

Overdrive

900

all

28

7

16

0

B

1-15F Fully Invul.

Assault Through in overdrive causes a wall bounce on air hit, and allows a standing combo on normal hit. The invuln frames of the overdrive version also cause Noel's sprite to disappear, making it a little harder to block as a crossup, though not much.

Spring raid is mostly used in corner combos to help maximize Noel's corner damage overall. Can be used in combos midscreen as well but is less prominently used there as opposed to the corner. It is also a somewhat decent way to potentially CH then opponent from trying to hit you on the way down from something like j.D but its risky so be careful not to find yourself in this situation often.

Overdrive

1300

Mid

8

7

20+12L

-20

B

1-10F Fully Invuln.

The overdrive version of Spring Raid launches the opponent higher than usual allowing for follow ups with 5C, 6C, or 5D

Outside of it being a Guard Crush enabler, it is rarely used in CF overall in Noel's case since there's not a lot of places to fit it in effectively on a charged variation outside of CH 5C on crouching and CH 6C both in the corner that produce 5k results. For the most part it's best to just save your meter for more important things like making punishable moves safe by using Rapid Cancels, and Counter Assaults to keep opponents off majority of the time. It can occasionally be used as a method of exiting drive pressure without being at frame disadvantage or using d.6C.

236B: Old 236C, Shoots at basically the maximum distance both characters can be from each other.

Can now dash cancel on hit or whiff

Severely weakened on frame advantage on block as following it up with a dash cancel into 5A / 2A is now a very risky option as it loses to 6 frame responses and trades with 7 frame responses. Neither Optic Barrels causes a knockdown on a ground hit. The goal is to hit them in the air, which will cause a knockdown.

Combos off of 5C and 2C for a basic knockdown. Noel's closest thing to Ragna's Hell's Fang for midscreen short confirms in which going into drive conversions into Bloom Trigger isn't availiable. Chamber Shot serves as Noel's secondary combo ender and also as a combo extender for corner confirms which is typically followed up with 5B or a dashing 2A. You can also use Chamber Shot as a poke gesture in neutral and a somewhat unconventionally situational anti air if spaced and timed right against some IAD jump ins as it does have a sizable hitbox.

Noel's air ender to end air combos. Essential to Noel's corner combos (i.e. d.5B > d.2D) to increase overall combo damage. Midscreen it isn't that great of an ender as the opponent is able to just roll out after due to recovery and spacing after the follow up attack j.2C. Due to this its mainly just used in corner combos. Noel's air ender to end air combos. Can also be used to create a big hitbox around her during it's animation to potentially hit incoming opponents who approach her by Tiger Kneeing its input close to the ground. The multiple hits can also be used situationally to clash kill multihit projectiles.

A Command Grab that can be combo'd into and out of. Can only hit standing opponents, and will whiff on Crouchers or Jumpers. Can be combo'd into with normal throw, Fatal 5D, CH 5C / 6C / d.4D, d.6C, d.4D during a Fatal combo, or 236D(1) > Rapid. Overall its not that good as its risky to do considering it puts Noel in Counter Hit state on whiff guaranteeing a punish for the opponent. It is primarily used to variate mix ups between d.6B and d.6D where MF can substitute for the d.6B to catch high blocking opponents.

Both versions can only be used if the opponent has already been knocked down once in the combo.

Used as a combo extender in some cases. Is also used as a combo ender to set up Noel's 22B oki. Can be chained into the C version by hitting C while holding down B which is useful when a faster startup or different timing is required in a combo

C

300

all

21

4

22

-7

FP

Used as a combo filler after 3C ,6D ,d.6D or any general knockdown to continue a combo.

Thor overall is a super that is normally used to either stack a lot of damage upfront fro a strong 4- 5k combo (mostly in corners), midscreen counter hit OD combos that uses OD Thor for up tp 5K, and to help end rounds off by tiger Kneeing its input on moves that's jump cancellable on hit such as 5B or 5C. It is also sometimes used as a counter to anti air attempts in some situations but is risky depending on the opponent's character. Is also used for the Thor > Fenrir double super ender for corner combos.

Classic Noel Only: Noel's astral completely removes her hitbox from her sprite, so it can be used as a reversal, however certain moves (Invulnerable moves with forward momentum) will pass right through her over to the other side, thus making the actual Astral whiff. In most cases, if you're attempting to use this as a reversal, you're more likely to catch with her counter astral although this option is safer.